Fix misc syntax/style errors/warnings on documentation head (#5977)

This commit is contained in:
Jaime Crespo
2022-07-23 18:29:56 +02:00
committed by GitHub
parent 67d363cdeb
commit 33caaf6535
6 changed files with 9 additions and 7 deletions
+1 -1
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@@ -161,7 +161,7 @@ Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used.
or improve visuals on high-end systems.
- 3D rendering can be scaled with bilinear filtering or
`AMD FidelityFX Super Resolution 1.0 https://www.amd.com/en/technologies/fidelityfx-super-resolution`__.
`AMD FidelityFX Super Resolution 1.0 <https://www.amd.com/en/technologies/fidelityfx-super-resolution>`__.
- `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
+3 -3
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@@ -9,7 +9,7 @@ CLion
Importing the project
---------------------
CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`, commonly named `compile_commands.json`__. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:
CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`_, commonly named ``compile_commands.json``. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:
::
@@ -20,7 +20,7 @@ Then, open the Godot root directory with CLion. CLion will import the compilatio
Compiling and debugging the project
-----------------------------------
CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must `compile Godot <https://docs.godotengine.org/en/stable/development/compiling/index.html>`__ once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:
CLion does not support compiling and debugging Godot via SCons out of the box. This can be achived by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must :ref:`compile Godot <toc-devel-compiling>` once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:
::
@@ -43,7 +43,7 @@ To add a custom build target that invokes SCons for compilation:
.. figure:: img/clion-external-tools.png
:align: center
- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`toc-devel-compiling`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool.
- Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`compiling Godot <toc-devel-compiling>`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool.
.. note:: CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete values instead, e.g. ``scons -j8``
@@ -75,7 +75,7 @@ Main script
Add a script to ``Main``. At the top of the script, we use
``@export var mob_scene: PackedScene`` to allow us to choose the Mob scene we want
to instance.
to instance.
.. tabs::
.. code-tab:: gdscript GDScript
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@@ -126,7 +126,7 @@ Choosing an output format
-------------------------
Output formats are provided by the :ref:`MovieWriter <class_MovieWriter>` class.
Godot has 2 built-in :ref:`MovieWriter <class_MovieWriter>`s, and more can be implemented by extensions:
Godot has 2 built-in :ref:`MovieWriters <class_MovieWriter>`, and more can be implemented by extensions:
AVI (recommended)
^^^^^^^^^^^^^^^^^
@@ -582,7 +582,7 @@ and ``size``. Also contains an ``end`` field which is
vectors.
:ref:`Transform3D <class_Transform3D>`
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
3D Transform contains a Basis field ``basis`` and a Vector3 field
``origin``.
@@ -32,5 +32,7 @@ To use a unique node in a script, use the ``%`` symbol and the node's
name in the path for ``get_node()``. For example:
.. tabs::
.. code-tab:: gdscript GDScript
get_node("%RedButton").text = "Hello"